Fix generator behaviour after prestige
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@@ -321,10 +321,10 @@ func get_external_save_data(section_key: StringName) -> Dictionary:
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return {}
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func reset_for_prestige(reset_total_currency: bool = false) -> void:
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for currency_id in _collect_currency_ids_for_save():
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func reset_for_prestige(reset_total_currency: bool = false, emit_currency_signals: bool = true) -> void:
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var currency_ids: Array[StringName] = _collect_currency_ids_for_save()
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for currency_id in currency_ids:
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_set_current_currency(currency_id, BigNumber.from_float(0.0))
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currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
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if reset_total_currency:
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_set_total_currency(currency_id, BigNumber.from_float(0.0))
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@@ -332,6 +332,16 @@ func reset_for_prestige(reset_total_currency: bool = false) -> void:
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generator_buff_levels.clear()
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generator_buff_unlocked.clear()
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if not emit_currency_signals:
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return
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for currency_id in currency_ids:
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currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
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func emit_currency_changed_for_all() -> void:
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for currency_id in _collect_currency_ids_for_save():
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currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
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# ==========================================
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# PERSISTENCE (Save/Load)
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# ==========================================
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@@ -385,13 +385,13 @@ func _grants_click_while_hovering() -> bool:
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return grants_click_while_hovering
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func _get_prestige_multiplier() -> float:
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var manager: Node = get_node_or_null("/root/PrestigeManager")
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var manager: PrestigeManager = get_node_or_null("/root/PrestigeManager")
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if manager == null:
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return 1.0
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if not manager.has_method("get_total_multiplier"):
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if not manager.get_total_multiplier():
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return 1.0
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var raw_multiplier: Variant = manager.call("get_total_multiplier")
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var raw_multiplier: Variant = manager.get_total_multiplier()
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if raw_multiplier is float:
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return maxf(raw_multiplier, 0.0)
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if raw_multiplier is int:
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@@ -129,8 +129,9 @@ func perform_prestige() -> bool:
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prestige_resets_count += 1
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last_reset_time = Time.get_unix_time_from_system()
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GameState.reset_for_prestige(true)
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GameState.reset_for_prestige(true, false)
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_reinitialize_generators_after_prestige_reset()
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GameState.emit_currency_changed_for_all()
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_initialize_run_tracking_from_current_state()
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_save_state_to_game_state()
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GameState.save_game()
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